Super Dungeon Explore 1.5 Rulebook

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1 - Celestia
Created by the gods so their children, the winged Celestians, would have a realm closer to them than any other,
Celestia has long been a place of knowledge and peace. As the Celestian race dwindled, they retreated from the
Floating Gardens, which soon overgrew into a lush rain forest teeming with life. Descendants of pirates and
adventurers who traveled to the gardens in search of Celestian riches, the Tolo Tribe now enjoys a life of rustic
simplicity. It is said that to drink from the source of the Rainbow Falls is to drink the wisdom of the gods, and
to bathe in its waters washes away the infirmities of age.
2 - Dragonback Peaks
Mountainous, volcanic, and dangerous, the Dragonback Peaks are no place to travel lightly. Starfire Mountain
never sleeps, and its fiery eruptions paint the sky red and orange. Bright rivers of lava known as the Fire Flows
course their way down its slopes, emptying into the Scalding Sea. Along its jagged coastline lies the Hall of
Vulcanis. Outcasts from Celestia, his Legionnaires train endlessly for the day he will return as its conqueror.
3 - Consul’s Tower
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A dark spire that thrusts toward the sky from an island of jagged rock in the middle of the Scalding Sea, the
Consul’s Tower casts a shadow of despair across the land. The Nether Rifts spread like a disease, the sickly
glowing chasms are whispered to be paths to the underworld where the Consul’s victims suffer eternal
torment. Circling this dark realm stand the Grim Heralds: foreboding, living statues, whose gaze can kill an
erstwhile Hero where they stand.
4 - Arcadian Dunes
Lusting for power, Arcadia’s rulers sought to elevate themselves to the peerage of hallowed Celestia. The
cataclysmic results led to the destruction of their once proud realm. Now the Colossus of Arcadia watches over
a landscape of ash and sand. Deep within the desert the Shamble Mound lurks, its mountainous back home for
tribes of desert monsters. To the north, the Blasted Tombs’ ancient walls crumble, an open invitation to any
brave enough to risk their labyrinthine passages in search of treasure.
5 - Glauerdoom Moor
A soggy lowland cursed by a plague of undead, Glauerdoom Moor is ruled from the decrepit VonDrak Manor,
which has stood for time immemorial. Miserable peasants work its miserable soil for miserable crops. At night,
they huddle behind locked doors as covens deep within the Witches’ Weald weave dark magic, and howling
creatures prowl the bogs. Even the sturdiness of stone provides no protection, as evidenced by the Sunken
Tower, whose slow descent into the muck will soon seal away its arcane secrets for eternity.
6 - Clockwork Cove
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When rugged and pragmatic dwarven engineering was paired with gnomish curiosity and whimsy, true
wonders were created. Now, the city of Areals is a rich and bustling port town. Clockwork ships ply the waters
while clanking monstrosities stomp around the docks. Above, whirlygigs and balloons launched from the
Rookery bob and weave on the air currents, while pirates and brigands make port on the Drowned Isle where
the authorities are loathe to pursue them.
7 - Fae Wood
It is said the Deeproot Tree sprouted every seed of every plant upon Crystalia. Home of the elves and the faerie folk,
wise travelers avoid the Fae Wood unless invited in or accompanied by one of the elvin kin. The Lordship Ruins
stand as a somber reminder to any who would challenge that wisdom. Even the elves are wary when traveling the
Mistmourn Coast, where the ocean’s spray is trapped and the fog and mist are haunted by dire creatures.
8 - Crystalia Castle
Ringed with high walls, reaching towers, and sky-piercing minarets, Crystalia Castle is the beating heart of
the realm. Despite its name, Crystalia is not just a castle. It is also a sprawling and prosperous city, providing
protection and security to those who call it home. So long as Crystalia Castle stands, the kingdom knows hope.
9 - Frostbyte Reach
As frigid and inhospitable as its dour residents, Dwarfholm Bastion stretches along the entire breadth of the
Frostbyte Reach. The subterranean Torch Road provides the surest path into the realm of the dwarves, its
magnificent halls providing ample protection from the harsh elements above. Sheltered within the Skull White
Fastness, the barbaric race of Jotun view the entirety of Crystalia from their barren peak.
10 - Wandering Monk Mountains
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The longest mountain range in Crystalia, these mountains are home to Heaven’s Mirror. The lake’s surface is so
clear and calm that one can see all of the heavens within its reflection. Taking the Path of the 1000 Shrines will
ultimately lead travelers to Shima Village at the base of the Temple of Clouds. Many a warrior has found divine
inspiration from meditating within its sacred walls. The path to enlightenment is often fraught with peril, as
cackling oni and bakemono from the Tengu Aerie harass travelers and trick them out of their possessions.
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Super Dungeon Explore created by John Cadice, Chris Birkenhagen,
Deke Stella
Game Design: John Cadice
Lead Design: Deke Stella
Additional Design: Chris Birkenhagen, Kevin Clark
Graphic Design & Layout: Kris Aubin, John Cadice, Peter Whitley
Editors: Deke Stella, Nick Toennis, Rebecca Stella, Kevin Clark
Artists: Elmer Damaso, Michelle Hoefener, Ein Lee, Andrea
Cofrancesco, Robert “Robaato” Porter, Rose “BaraChan” Besch, Brett
Stebbins, Brian Snoddy
Sculptors: Leonard Dill, Jason Hendricks, Jason Wiebe
Playtesters and Contributions: Samuel Adams, Eric Anderson, Casey
Babendure, Jason Blackstock, Frank Boettcher Elissa Bourke, Gabriel
Bourke, Matthew Bourke, Serraphine Bourke, Shannon Bourke, Rodney
Brice, Blake Bronson, Mike Camin, Kevin Clark, Glenn Cole, Da Momma’s
Boyz Game Club, Thomas Deren, Stephen Frantz, James Garrad,
Matthew Grills, Evan Guthmiller, Karl Johnson, Andrew Lanouette,
Tara Lanouette, Chris Lawson, Heidi Lovejoy, Dusty Luther, Greg
Matthews, Neville Mathews, Crystal McClune, Glenn McClune, Danae
McCoy, Keith McCoy, Andrew Mooney, Derek Odell, Alex Oden, Derek
Osborne, Jacob Pierson, Adam Porter, Preston Price, Alicia Rappaport,
Ray Rappaport, Michael Rusca, David Sullivan, Ross Thompson, Nick
Toennis, Jacob Trapp, Robert Tucker, Magnus Wood, Matt VanEseltine
Rules Version 1.5
Greetings brave explorers and welcome to Super
Dungeon Explore! My name is Candy. The furry-tailed
fellow at my side is Cola. Together we will be your guides
throughout this book, helping you learn to play the game.
Super Dungeon Explore is divided into four sections.
Game Setup will show you all the great game pieces
and pretty models that came in the box. It will also
walk you through how to build your very first dungeon,
getting it ready to explore.
OVERVIEW will help you build your very first dungeon and
take you through an overview of how to play the game.
Expanded Rules takes all of the basics you learned
in the Game Setup and Quick Play rules and covers
them in detail.
Quick Reference are the last pages of the book. It
collects all of the most important rules that are likely
to come up in a game, making it so you have one easy
place to find everything you need.
Only the first two sections are required to begin
playing. Once you’ve started a game you can use the
Expanded Rules and Quick Reference to answer any
questions as they come along.
Cola and I will also stop by to offer useful tips, tricks, and
tactics to help out all you budding explorers.
Well what are you waiting for? There’s loot to be found
and monsters to slay. Get to that dungeon!
Special thanks to the Soda Pop Fizzheads.
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GAME SETUP
COMPONENTS
1 Rulebook
18 Dice
• 8 Blue Dice
• 6 Red Dice
• 2 Green Dice
5 Double-sided Dungeon Tiles
1 Hero Start Marker
1 Adventure Tracker
2 Double Sided Power Markers
1 Loot Marker
8 Skull Tokens
32 Wound Counters
12 Potion Counters
144 Status Effect Counters
10 Double-Sided Hero/Consul Effect Counters
9 Hero Cards
19 Monster Cards
48 Loot Cards
• 16 Weapon Cards
• 16 Armor Cards
• 16 Item Cards
24 Treasure Cards
• 16 Relic Cards
• 6 Dragon Relic Cards
• 2 Boo-Booty! Cards
2 Tile Effect Cards
9 Hero Models
31 Monster Models
• 1 Dragon
• 2 Kobold Ogre
• 2 Wyrmlings
• 2 Whelps
• 4 Hatchlings (two models per base)
• 22 Kobolds
• 2 Boo Booty!
5 Treasure Chest Models
5 Spawning Point Models
Rulebook
The book you are holding in your hands!
Its pages contain all the information you
need to play the game.
Dice
The blue, red, and green dice are used to
resolve actions and combat. Stars represent
successes -- the more you roll the better.
Blank faces are failures and do not assist
you in any way. Potions allow your Heroes
to gain powerful potions. Hearts are used to
remove wound counters and status effects.
Dungeon Tiles
Dungeon tiles are used to create your game
board and form the dungeon map that
the Heroes are exploring and the Consul is
defending. The Start Marker is the starting
location for the Heroes.
Adventure Tracker
The adventure tracker is a dashboard that
keeps track of the progress of the entire
game. The Power Gauge levels up monsters
and determines when the Dungeon Boss
enters play. The Loot-O-Meter provides
powerful loot cards for the Heroes as
they destroy monsters. It also provides a
location for the Loot Deck, Treasure Deck,
and Adventure Effects cards.
Wound Counters
When models take damage, place wound
counters on their cards to keep track of how
badly they are hurt. If a model ever has as
many wound counters as hearts on its card
it is destroyed.
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Potion Counters
A model uses potion counters to keep
track of the number of potions it has.
Status Effect Counters
Status effects represent a whole range of
debilitating injuries, diseases, and magical
effects that can happen to models. Status
effects do not disappear after a single
round and often require special healing.
Status effects have their own rules and
are represented by their own counter that
you place on a model’s card when it is
suffering from an effect.
Hero / Consul Effect
Counters
Many models in the game have abilities
they can use that leave a lasting effect on
the game. These counters can be used in
any way you wish to remind you of abilities
and effects that have been used. The large
Hero and Consul counters are referred to
as “Power Markers” and are used to track
your progress on the Power Gauge.
Loot Deck
The Loot Deck is made up of loot cards
representing various weapons, armor and
items that Heroes discover during their
adventure in the dungeon.
Treasure Deck
The Treasure Deck is made up of relic cards
that represent powerful magical items
that are discovered in treasure chests
scattered throughout the dungeon.
Hero / Monster Cards
Each Hero and Monster in the game has a card, called a stat card, that
tells a player everything that it can do in a game.
GAME SIZE
Before playing a game you must decide on what size game you
will play. There are three game sizes: Dungeon Delve, Dungeon
Crawl, and Dungeon Siege. All game sizes require at least two
players. One to play the Consul and one to play the Heroes. In
games with more than two players, have the additional players
each take control of one or more Heroes.
DUNGEON DELVE (30 - 45 Minutes)
2 - 3 Players (Consul plus 1 to 2 Hero players)
Place two dungeon tiles.
Choose any two Heroes.
Consul may choose any two spawning points and one Mini-Boss.
The game ends when the Mini-Boss or all Heroes have been destroyed.
DUNGEON CRAWL (60 - 90 Minutes)
2 - 4 Players (Consul plus 1 to 3 Hero players)
Place three dungeon tiles.
Choose any three Heroes.
Consul may choose any three spawning points, one Mini-Boss,
and one Boss.
The game ends when the Boss or all Heroes have been destroyed.
DUNGEON SIEGE (2 - 6 players)
2 - 6 Players (Consul plus 1 to 5 Hero players)
Place five dungeon tiles.
Choose any five Heroes.
Consul may choose any five spawning points, two Mini-Bosses,
and one Boss.
The game ends when the Boss or all Heroes have been destroyed.
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CHOOSING YOUR MODELS
Heroes
Players may choose from any Hero model available in their
collection. You may only select duplicates of the same Hero if
you are playing a multiplayer game, in which case each player
may only control one Hero of each type. In the tradition of
classic video games, we suggest that you paint duplicate Heroes
different colors.
Consul
The Consul will choose a variety of different monsters based on
the game size being played. A Consul may choose from any Bosses,
Mini-Bosses, or spawning points available in their collection.
Having a large variety of monsters to choose from ensures that
the Heroes never have to face the same dungeon twice!
The first model a Consul should choose is the Boss. Each boss
comes with their own unique adventure effects card, and six
unique treasure cards that are added to the treasure deck during
the game. In addition many bosses will list a number of monsters
that they can summon on their adventure effects card. You will
need to have access to these monsters’ models and stat cards
during the Boss Fight, though you are not required to choose their
spawning points. Note that in a Dungeon Delve no Boss is used.
Next, choose your Mini-Boss. Dungeon Delve and Dungeon
Crawl games use one Mini-Boss, while Dungeon Siege games
use two. Mini-Bosses may only be spawned after the power
gauge has reached 16-bit.
Finally, choose your spawning points. You may choose any
spawning points you wish up to the maximum number allowed
by your game size, regardless of what Boss or Mini-Boss(es) you
have chosen. Each spawning point card has a list of specific
monsters that come with it. Together with your Mini-Boss(es)
these make up a pool of monsters that you can spawn onto the
dungeon map over the course of the game. You may always
spawn monsters from this pool even if their spawning point is
destroyed during the game.
Some spawning points only come in pairs of two, if you select one,
you have to select a second. When this is the case, the stat card will
list the monsters you may field for both spawning points combined.
When choosing Heroes, it is important to consider
how they will work as a party. A group of all melee
fighters with no healing, distance, or area effect
abilities is sure to have a harder time than one that is
well balanced.
Example: The Consul is getting ready for a Dungeon
Crawl. First she selects her Boss, the dragon Starfire.
Next she chooses her single Mini Boss, Rex the Kobold
Ogre. Now she has three spawning points to select.
She chooses the Egg Clutch, which allows her to field
2 Wyrmlings, 2 Whelps, and 2 Hatchlings. Next she
chooses the Kobold Warrens, which can only be fielded
in pairs of two. The two Kobold Warrens allow her to
field a total of 1 Dragon Priest, 2 Ironscales, 2 Flingers,
3 Knuckleheads, and 3 Gougers. She now has selected
all the monsters she can field for this game.
If they decide to play a larger, Dungeon Siege, game she
could choose 1 more Mini-Boss and 2 more spawning
points. In this case, she chooses to field Rockgut the
Troll as her second Mini Boss and two more Kobold
Warrens for her spawning points, allowing her to field
an additional 1 Dragon Priest, 2 Ironscales, 2 Flingers, 3
Knuckleheads, and 3 Gougers.
7
PREPARING THE
ADVENTURE
Create the Dungeon Map
First, you need to set up the dungeon map using the dungeon
tiles. The Consul always selects and places the first tile. The
Heroes then place the next tile adjoining any side of the first tile.
Continue taking turns placing tiles until all the tiles have been
placed for the game size being played.
Advancing the Adventure Tracker
Every time any model -- Hero or monster -- suffers a
wound advance the Power Marker one square along
the Power Gauge.
Every time any monster suffers a wound advance the
Loot Marker one circle along the Loot-O-Meter. Each
time the marker reaches a circle marked “LOOT” the
Heroes may draw one card from the Loot Deck.
Adventure Tracker
After the dungeon map has been created, place the Adventure
Tracker where both players can easily access it and prepare it for
the upcoming adventure:
• Place a Power Marker, gold “Hero” side up, on the matching
location on the Power Gauge.
• Place the Loot marker on the Boo Booty image on the Loot-O-Meter.
• Place the Adventure Effects card for the chosen Dungeon Boss
on the designated spot.
• Shuffle the Loot Deck including any additional loot cards
provided by other models you are using.
• Shuffle the Treasure Deck including any additional relic cards
provided by the Boss or other models you are using.
Consul Places Spawning Points
The Consul must place all their spawning points on the dungeon
map. Spawning points are portals that more and more monsters
will come out of every turn until the Heroes destroy them.
Place one spawning point on each dungeon tile. There may not
be more than one spawning point on a single dungeon tile.
Spawning points may not be placed in a hallway.
Heroes Enter The Dungeon
Place the Hero Start Marker in a square up to four squares from
any Hallway that does not have an adjoining dungeon tile. Place
all the Heroes in empty squares adjacent to the start marker.
This represents the party entering the dungeon.
Since the Heroes came prepared, place one potion counter on
each Hero’s card.
Consul Places Treasure Chests
The Consul places one treasure chest for every Hero being
played. Treasure chests must be place one per dungeon tile.
Treasure chests contain powerful items called Relics.
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ROYAL PALADIN
HUMAN HERO
HEALER, HOLY
GLIMMERDUSK RANGER
RIFTLING ROGUE
ELF HERO
MISSILE 8
Iron Halo: Augment, Aura 3, +1 ARM
HEARTHSWORN FIGHTER
DEMONKIN HERO
DWARF HERO
DODGE, LUCK, STEALTH
Herbalist: Augment, Range 6, Remedy
IMMUNE: KNOCKDOWN, IMMUNE: POISON
Dwarven Curse: Wave 3, Pull 3, vs. WILL
Bamf!: Wave 2, Smoke
EMBER MAGE
HUMAN HERO
MAGIC 8, FIRE
Fire Wave: Wave 1
Smite: +1 ATT, Knockdown, Fire
Sparkle Burst: Burst 1
Backstab: Massive Damage, +1 ATT
Cleave: Sweep 1, Dangerous
Magma Strike: +3 WILL
Elixir: Heal 3, Remedy
Pixie Dust: +1 DEX, Stealth
Dimensional Draught: Teleport
Hero’s Balm: The current attack is applied to
the Hero affected by Hero’s Balm as though
they were the target of the attack instead.
White Mage Potion: Augment, Wave 5, Heal 1
Fire Water: +1 ATT, Fire
•
Treasure Chest
•
Spawning Point
•
Hero Start Marker
•
Loot Marker
•
Hero Models
•
Power Marker
•
Monster Models
STARFIRE
ADVENTURE EFFECTS
DUNGEON EFFECTS
Born of Fire: Heroes that move into a square
adjacent to any spawning point on the dungeon map
immediately suffer Fire.
The Red Stuff: All Heroes gain the following potion type:
Dragon’s Blood: Take one wound. +1 ATT,
Fire
BOSS FIGHT EFFECTS
Inferno: When Starfire enters play place a Fire
counter on every Hero.
Burning Blades: All minions and denizens gain
the Fire ability as though it were printed on their
stat card.
TIMEOUT EFFECTS
Fiery Escape: All models in a square adjacent to
Starfire suffer Fire.
Summon:
2 Wyrmlings
2 Whelps
2 Hatchlings
STARFIRE
DRAGON BOSS
WYRMLING
DRAKE DENIZEN
WHELP
DRAKE DENIZEN
FLY, IMMUNE: FIRE, IMMUNE: KNOCKDOWN
FLY, KNOCKDOWN, IMMUNE: KNOCKDOWN
KNOCKDOWN
Dragon Breath: Spray 5, Fire
Swarm: +1 ATT if target is suffering
Knockdown.
Tail Sweep: Sweep 2, Knockdown
Dive Bomb: Pacify
HATCHLINGS
DRAKE DENIZEN
Swarm: +1 ATT if target is suffering
Knockdown.
REX
KOBOLD OGRE MINI BOSS
REX
KOBOLD OGRE MINI BOSS
KOBOLD MINION
DRAGON PRIEST
IRONSCALE
KOBOLD MINION
FLINGER
KOBOLD MINION
REACH 2, MOB
REACH 2, MOB
MAGIC 8, MOB
MOB
MISSILE 6, MOB
Rex Smash: +1 ATT, Massive Damage
Dragon Rage: Augment, Aura 3, All Kobolds
gain +1 ATT
Rex Cuddle: Immobile, Weak
Rex Cuddle: Immobile, Weak
Shadow Breath: Augment, Aura 5, All
Kobolds gain Stealth
Thwmop: Push 5
Rex Smash: +1 ATT, Massive Damage
Thwmop: Push 5
Shieldwall: Augment, Aura 1, +1 ARM
Hot Pot: +1 DEX, Fire
Smoke Pot: Burst 1, Smoke
KNUCKLEHEAD
KOBOLD MINION
GOUGER
KOBOLD MINION
MOB
REACH 2, MOB
Mob: Add +1 ATT to this model’s melee attack for
every other model with Mob in melee with the target,
up to +3 ATT.
Mob: Add +1 ATT to this model’s melee attack for
every other model with Mob in melee with the target,
up to +3 ATT.
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Overview
OBJECT OF THE GAME
The villainous Consul has created spawning points throughout
the dungeon that will create endless hordes of monsters to
ravage Crystalia. The Heroes must journey through the dungeon
and destroy all of the spawning points in order to summon and
defeat the dreaded Dungeon Boss. The Consul must destroy all
of the Heroes before they succeed.
ROUND ONE
Consul Spawns Monsters
At the beginning of every round the Consul spawns monsters
onto the dungeon map from every spawning point. This is called
the spawning phase. During the spawning phase the Consul
may spawn up to four skull points worth of monsters out
of each spawning point. How many skull points a monster
is worth is represented on its card by a skull icon with with a
number indicating the number of skull points.
Since this is the first round, you may only spawn 8-Bit platform
monsters. A monster’s platform is represented on its card
as either: 8-Bit, 16-Bit, Overcharge, or Super. Platforms are
explained in more detail on page 15.
To spawn monsters, place them in any empty square adjacent
to the spawning point. If there is no room for a monster to fit, or
if the Consul is out of eligible monster models in their available
pool of monsters, then they cannot spawn any more monsters
from that spawning point.
Any monster may be spawned out of any spawning point,
regardless of if it came with the spawning point or how the
spawning point is named or themed.
Adjacent Squares & Corners
Anytime an action or ability references adjacent squares, be
sure to include squares touching corner to corner, exactly
as if they were on a straight side of the square. Abilities that
affect an area defined by a number of squares denoted by X
also include corners when determining who is affected.
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Being a monster is
dangerous! Tougher
monsters have a better
chance of surviving all on
their own. Spawning them
closer to the Heroes and
their weaker kin further
back gives the weaker ones
a chance to move together
and form a powerful horde.
Some monsters, such as Bosses, can only spawn under specific
conditions. These are explained later in Winning the Game, page
12 and The Boss Fight, page 28.
Example: A Kobold Knucklehead is worth one skull point
and its platform is 8-Bit. A Kobold Ironscale is worth
two skull points and its platform is also 8-Bit. Rex, the
kobold ogre, is worth four skull points and his platform
is 16-Bit. Therefore, you could spawn one Ironscale and
two Knuckleheads out of a single spawning point this
round. Poor Rex cannot spawn until the 16-Bit platform
is reached on the power gauge.
Rolling for Initiative
The Heroes and Consul roll against each other to see who gets
to activate their models first. Each side chooses one friendly
model that is on the table and rolls for initiative using its WILL.
Whichever side rolls the most stars may choose to activate their
models first or second. Ties always go to the Heroes.
Turns
Each round consists of multiple turns taken by each side, Heroes
and Consul. Beginning with the side who won the initiative roll,
the Heroes and Consul take turns activating their models until
all models from both sides have activated once.
Heroes activate one Hero model per turn.
The Consul activates four skulls’ worth of monsters per turn.
Like spawning, you can determine how many skulls a monster is
worth by the value on the card.
Activating Models
Models can move to one adjacent square for every point of Speed
on their stat card. Diagonal squares count as a single square for
movement. The model can freely move through friendly models and
squares adjacent to any enemy model.
Models may move between actions. For example: If a Hero has a
Speed of 6 and 3 Action Points, they could move two squares, take an
action, move two more squares, take another action, and then move
two more squares before taking their final action.
Note that movement does not cost any action points to perform.
to take
During their turn, a model may spend Action Points
one of the following actions: basic attack, special attack, or special
action. A model does not have to spend all of their action points,
but they cannot spend more than the number shown on their
stat card, unless they have a special rule that states otherwise.
Don’t get bogged down! It’s easy to get so focused on
beating up monsters that the Heroes forget to destroy
the spawning points. Spawning points are the true
source of the Consul’s power and should be destroyed
as quickly as possible.
Attacks, special attacks, and special actions are explained in
further detail in the Expanded Rules, pages 19 and 22.
The Heroes and Consul continue alternating turns in this manner
until all models have been activated.
When activating models, you must make any moves and use any
action points with the current model before you can move on
to the next. Once you have activated one model, you may not
reactivate it until the next round, even if it did not use all of its
speed or action points!
If the Heroes have been crafty, there is a possibility that the
Consul will be without 4 skulls’ worth of unactivated monsters
remaining to use. If that is the case, the Consul CANNOT activate
monsters that have already been used.
Once the first side has finished activating their model(s) for the
turn it is the next side’s turn.
The opposite is also true. Sometimes you will find that there are
more than 4 skulls’ worth of monsters left that still haven’t activated
after all the Heroes are done. In that instance, all the remaining
monsters get to take their turns before the end of the round.
End of the Round
Once all Heroes and all the monsters on the board have activated, it
is time for the Heroes to equip any loot or relics they have managed
to find and not yet equipped. Equipping loot and relics is explained
in detail in the Expanded Rules, page 21.
Opening Chests
A Hero model adjacent to a treasure chest may spend
to
open it. Draw a relic card from the Treasure Deck. Any Hero
may equip the relic immediately or you may put the relic to the
side to equip at the end of the round. Once the relic card has
been drawn, remove the treasure chest from the dungeon map.
Once the Heroes have equipped their loot and relics, reset the
loot marker to the start position on the Loot-O-Meter. Any excess
wounds are lost.
ROUND TWO AND BEYOND
Now it is the beginning of a new round. Most of the action stays
the same as it was in the first round for the second and all following
rounds, so we’ll just briefly touch upon a few key differences.
11
Consul Spawns
In later rounds you will continue to spawn monsters. You may
spawn 4 skull points worth of monsters out of each spawning point
you have remaining in play. You may spawn any monsters that you
have in your pool of monsters that are not already in play, even if
the spawning point that they came with has been destroyed.
If you gained any skull tokens in the previous round you may spend
them now to either spawn additional monsters or to remove status
effects from monsters already in play. Gaining and spending skull
tokens are explained in more detail in the Expanded Rules, page
15. Any spawning points you do not spend skull tokens on spawn
four skull points worth of models as normal.
Example: The Consul is spawning and has two skull tokens
gained from the previous round. Out of one spawning point
she decides to spawn two Knuckleheads and one Dragon
Priest. The total skull value of the three monsters is five, so
she must spend one of her skull tokens to spawn all three
monsters from a single spawning point. She decides to use
her final token to remove a status effect counter from the
Mini-Boss, Rex. Now that all of her skull tokens have been
spent all remaining spawning points may spawn four skulls’
worth of monsters as normal.
WINNING THE GAME
In a Dungeon Delve the Heroes’ goal is to spawn a Mini-Boss and
defeat it in combat. In a Dungeon Crawl or Dungeon Siege their
goal is to spawn the Dungeon Boss and defeat it in combat. This
can happen in a number of ways:
1. Regardless of game size, if the Heroes destroy all the spawning
points in play, the mini-boss or boss is spawned during the next
round’s spawning phase.
2. In a Dungeon Delve when the power gauge reaches 16-Bit the
mini-boss is spawned and a Boss Fight begins.
3. In a Dungeon Crawl when the power gauge reaches Super
then the dungeon boss is spawned and a Boss Fight begins.
4. In a Dungeon Siege when the power gauge reaches Super for
the second time (called Overcharge) then the dungeon boss is
spawned and a Boss Fight begins.
The rules for Boss Fights are detailed on page 28.
Once the Heroes have achieved their goal, they have beat the
dungeon and won the game. Any monsters remaining on the
dungeon map flee in terror or fall to dust.
The Consul’s goal, regardless of game size
is to destroy all of the Heroes. Darkness
has won and terror will reign
throughout Crystalia.
12
Expanded Rules
DUNGEON TILES
Squares
Every dungeon tile has a grid of squares on it. These squares are
used for movement, counting distances, and determining area of
effects. A model may never move into or through a location on a
dungeon tile that does not have a square. Likewise, no ability or
attack can affect a location that does not have a square.
Hallways
Hallways are the area where the tiles connect. They are represented
by an arrow. Squares touching a hallway are considered adjacent
to the connected hallway’s squares on the opposite tile. Hallways
are not walls and do not block line of sight.
Walls
Every area of the map that is not a square or hallway is a wall. This
can also be represented on the tile by pillars, statues, walled pits,
and other obstructions. Walls block line of sight.
Difficult
Terrain
Areas of difficult terrain are
marked on dungeon tiles
with a hatched warning
band. Each square of
difficult terrain a model
enters costs two points
of Speed. If a model does
not have enough Speed
remaining to move into
a square with difficult
terrain, it may not do so.
If any part of a large based model enters a square of difficult
terrain, the move costs two points of Speed. Do not count
squares a large model already occupies.
Some models, such as fliers, have special rules or abilities that
allow them to ignore difficult terrain.
Tile Effects
Some dungeon tiles will have squares on them that cause special
effects. These vary from lava flows that cause Fire to restorative
fonts that heal your Heroes. These tiles have a Tile Effects card
with the rules for the special squares.
13
Loot Deck
The Loot Deck is made up of loot cards of
three different types: Weapons, Armor, and
Items. The 48 loot cards that come with
this boxed set are considered the base
Loot Deck. Some monsters may come with
additional loot cards. When this occurs,
those cards are added to the base Loot Deck
for any game in which they are fielded.
Loot-O-Meter (loo-tim-i-ter)
The Loot-O-Meter keeps track of how many wounds the Heroes
inflict in a single round. Advance the Loot Marker one circle every
time a monster suffers a wound. Each time the marker reaches a
circle marked “LOOT” the Heroes may drawn one loot card from the
Loot Deck. Any Hero may equip the loot immediately or you may
put the loot to the side to equip at the end of the round. Details on
equipping loot can be found on page 21.
The Loot-O-Meter resets to the start position at the end of every
round. Any wounds that were caused but did not reach a circle
marked “LOOT”, as well as any wound caused if the Loot-OMeter was maxed out, are lost.
ADVENTURE TRACKER
Adventure Effects
Every Dungeon Boss comes with a card listing their Adventure
Effects. Adventure Effects are unique rules that affect the game
any time that a Dungeon Boss is used. Adventure Effects are
broken up into three types:
Dungeon Effects
Dungeon Effects are always active and their rules are used for
the entire game.
Boss Fight Effects
Boss Fight Effects only occur once the Dungeon Boss has
spawned and is in play.
Timeout Effects
Timeout Effects occur once the Dungeon Boss has a number
of wound counters equal to or greater than half the number
of Hearts on its stat card.
14
Power Gauge
The Power Gauge tracks the progress of the entire adventure.
Advance the power gauge one space every time any model,
Hero or monster, suffers a wound.
As the power gauge advances it goes through several platforms:
8-Bit, 16-Bit, Super!, and Overcharge. The higher the platform, the
more powerful the monsters that can be spawned. Once the Power
Gauge is fully charged, the Dungeon Boss will be summoned and
the Boss Fight will take place.
I love hearts and
potions! Don’t be
greedy though. Make
sure you give them to
whichever Hero needs
them most. I’ll even
share my favorite,
Super Slurpy Grape
Soda!
Skull Tokens
Whenever the power marker passes a
on the Power Gauge,
the Consul immediately gains a skull token. The Consul may use
skull tokens in the next round’s spawning phase to spawn additional
monsters or to remove status effects.
8-Bit
Place the power marker, gold “Hero” side up, on the matching
image on the power gauge. Only 8-Bit monsters may be spawned.
16-Bit
In a Dungeon Delve the Mini-Boss spawns at the beginning of
the next round for free. No other monsters may spawn (though
ones remaining in play may activate) for the remainder of the
game. The Heroes and Mini-Boss must fight to determine the
outcome of the game.
In a Dungeon Crawl or Dungeon Siege, 8-Bit and 16-Bit monsters
may be spawned. The Consul may now spawn Mini-Bosses and
have up to one in play at a time.
Super!
In a Dungeon Crawl the Boss Fight begins at the start of the next
round. Refer to the Boss Fight rules on pg 28.
In a Dungeon Siege flip the power marker so the red “Consul” side is
up and move it back to the gold start position. This is call Overcharge
and the power gauge must be advanced through a second time.
Each skull token is worth one skull point. You may spend one skull
token to increase the number of skull points of monsters you may
spawn from a single spawning point by one. You may spend multiple
skull tokens to continue to increase the number of skull points of
monsters you may spawn from a single point. Any spawning point
that you do not spend skull tokens on may only spawn four skull
points of monsters as normal.
Skull tokens may also be used to remove status effects from monsters.
Removing one effect per token spent.
Any skull tokens that are not used at the end of the Consul’s spawning
phase are lost.
Treasure Deck
The Treasure Deck is made up of relic cards. The 16 relic cards and
2 Boo Booty cards that come with the boxed set are considered
the base Treasure Deck. Dungeon Bosses and some other
monsters may come with additional relic cards. These cards will
have a picture of the Boss they come with printed on the card.
When this occurs, those cards are added to the base Treasure
Deck for any game in which they are fielded.
After the power marker has been moved, the Consul immediately
draws one loot card for every Hero still in play, chooses one of
them, and shuffles the remainder into the deck. For the rest of the
game all monsters (including Mini-Bosses) except the dungeon
boss gain the effect of the chosen loot card.
Overcharge
During Overcharge 8-Bit, 16-Bit, and Overcharge monsters may
be spawned. The consul may continue to summon Mini-Bosses
and have up to two in play at at time.
Passing 8-Bit and 16-Bit on the power gauge during Overcharge
has no effect. Once Super has been reached during Overcharge
the Boss Fight begins at the start of the next round. Refer to the
Boss Fight rules on pg 28.
15
DICE
White Dice
Some models will have white dice shown on their card instead
of the normal blue, red, or green dice. White dice are static
values that are always added to the number of stars rolled. If a
, they would roll two blue dice and then add
model has
to the number of stars rolled. If a model has only white dice,
that means they just use the static value anytime they would
normally roll for that attribute.
Rolling Hearts and Potions
Sometimes a roll will result in the dice showing a heart, potion,
or in the case of green dice, a heart and potion. Anytime an
attack roll successfully inflicts a wound on a model and one of
the dice also shows a heart or potion icon, the indicated item
has popped out of the wounded model.
Any Hero can pick up the heart or potion regardless of where
they are in the dungeon, even if they didn’t cause the wound.
If you roll a heart, a Hero may remove a wound counter or a
status effect counter from their card.
If you roll a potion, a Hero may add a potion counter (up to their
maximum) to their card.
If you roll multiples, you get one of every item rolled. This
means that if you rolled two hearts or two potions, you would
get both. This also means that green dice can give you both
a heart and potion.
If a Boss or Miniboss rolls a heart or potion and successfully inflicts
a wound, they may remove a status effect counter from their card.
Remember, you only gain a heart or potion if the roll also
successfully inflicted a wound. Also, you only gain a single heart
or potion per heart or potion rolled, regardless of the number of
wounds you dealt.
Hearts and potions rolled on defense rolls count as a blank face.
Minions and denizens always count hearts and potions as if
they had rolled a blank face regardless of if it was an attack or
defense roll.
16
CARDS
1 - Model Name
Every model has a unique name, which identifies it for the
players. Some special actions, abilities, or effects may only affect
models with a certain name. Unlike model types, an ability that
affects a specific model name only affects that exact model.
This represents how fast a model is. A model may move one square
for each point of Speed during a single turn. A model may break
up their movement between action points in any way they wish, as
long as they do not move more than their total Speed in the turn.
When activated a model may choose to Run. A model that runs
may move double their total Speed in the turn. A model that runs
may take no actions or make any attack whatsoever, regardless
of their source. A model that runs may drink potions, but their
effects remain bound to the limitations specified.
This is the number of actions a model may take in a single
turn. A model may spend an action point to take one of the
following actions: basic attack, special attack, or special action.
Most actions only require a model to spend a single point, but
some actions may require the model to spend two or more. In
these cases all of the action points are spent immediately before
any part of the action takes place. Actions can be taken before,
during, and after movement.
10
2
3
4
5
6
16
17
7
11
8
9
12
13
14
4 - Attack (ATT)
5 - Armor (ARM)
This is a measure of how adept a model is at avoiding harm. This
may be through conventional leather or metal armor, thick hides,
or some other special defense mechanism.
6 - Willpower (WILL)
Willpower represents a model’s intelligence, cunning, common
sense, or just plain stubbornness.
7 - Dexterity (DEX)
3 - Action Points
15
A model’s attributes are represented by a dice value. The number
shows how many dice are thrown, while the color represents which
dice type are used. Some models may also have a static value. This
is added to any successes gained through a dice roll (if any).
This is a measure of how good a model is in combat.
2 - Speed
1
Attributes
1 - Model Name
2 - Speed
3 - Action Points
4 - Attack (ATT)
5 - Armor - (ARM)
6 - Willpower (WILL)
7 - Dexterity (DEX)
8 - Hearts
9 - Potion Quantity
10 - Model Type
11 - Special Abilities
12 - Special Actions
13 - Special Attacks
14 - Potion Type
15 - Relic Treasure Slot
16 - Weapon Loot Slot
17 - Armor Loot Slot
18 - Item Treasure Slot
This represents a model’s athleticism and nimbleness.
8 - Hearts
The number of hearts a model possesses directly represents
the number of times a model may be wounded before they
are removed from play. The total number of Hearts a model
possesses is referred to as their health.
1
2
10
3
4
5
6
7
11
8
19
1 - Model Name
2 - Speed
3 - Action Points
4 - Attack (ATT)
5 - Armor - (ARM)
6 - Willpower (WILL)
7 - Dexterity (DEX)
8 - Hearts
10 - Model Type
11 - Special Abilities
19 - Skull Value
20 - Platform
20
18
17
9 - Potion Quantity
This indicates how many potions a model can carry. To show
that a Hero is carrying a potion, simply place a potion counter
on their card. A Hero may never have more potion counters than
they are allowed by their card.
10 - Model Type
Some special actions, abilities, or effects may only affect models
with a certain type. Unless otherwise specified, if an ability
affects any part of a model’s type, it affects that model as well.
Example: An Ironscale’s model type is ‘kobold minion’ and would
be affected by an ability which affected “all kobolds”. Likewise it
would also be affected by an ability which affected “all minions”.
Boss
Dungeon Bosses are the biggest, toughest monsters in a
dungeon. A boss may only spawn when the Power Gauge
reaches Super! or when the Heroes have successfully destroyed
all the spawning points. Bosses are monsters and may only be
fielded by the Consul.
Denizen
Denizens are monsters that usually roam in small packs.
Oftentimes, they are more powerful than the average minion
and are closely aligned with many Bosses. Denizens enter play
from spawning points. Denizens are monsters and may only be
fielded by the Consul.
Mini-Boss
Mini-bosses are solitary and often powerful monsters. Minibosses enter play from spawning points. They may only be
spawned when the Power Gauge has reached 16-Bit. The
number of mini-bosses that can be in play at one time is limited
based on the Power Gauge as explained above, but minibosses may otherwise spawn multiple times, just like minions or
denizens. When a mini-boss is destroyed, the Hero player may
immediately draw a card from the Treasure Deck. Mini-bosses
are monsters and may only be fielded by the Consul.
Minion
Minions are the numberless hordes of the Consul. Often weak
individually, they rely on strength in numbers and buffs from
spells and abilities to harm the Heroes. Minions enter play from
spawning points. Minions are monsters and may only be fielded
by the Consul.
18
Hero
Heroes are the brave adventurers attempting to save the realm
of Crystalia from the dark Consul. Heroes may not be fielded by
the Consul.
Shapeshift
Models with the type shapeshift may only enter play as a result
of another model using an ability to transform to the shapeshift
model during the game. This new model is called a shapeshift
and will have its own card listing its new abilities. Models that
can shapeshift will have that ability, as well as any activation
cost, listed on their card.
Once the activation cost has been paid, replace the model on
the dungeon map with the new shapeshift model. There must
be enough room for the new model to be placed or the ability
cannot be used. The model placed must occupy at least one of
the original squares when determining placement. Then replace
the model’s current card with the shapeshift card. Any wound,
potion, or status effect counters as well as any equipment the
old card had are transferred to the new one. In addition the
model still counts as having used any action or speed points
that it already used this turn in its alternate form.
When a model wishes to revert back to its original form, it must
pay the activation cost on its card and then replaces its model,
cards, and counters in the same manner as befo re, ensuring
that the replaced model occupies at least one of the squares
occupied by the shapeshift.
to
Example: The Deeproot Druid may spend
shapeshift into Angry Bear. When he does so, he will
replace his model and stat card with that of Angry Bear.
Any counters he has on his card
are transferred to Angry Bear’s
as well as any equipment.
His model type is now
Shapeshift Half-elf Hero.
Spawning Point
Spawning points are portals that more and more monsters will come
out of every round until the Heroes destroy them. Except in rare
instances, noted on specific cards, spawning points may only enter
play at the beginning of the game when setting up the dungeon.
11 - Special Abilities
Many models will have a number of special abilities listed on
their card. Special abilities do not cost any action points and are
considered “always on”. This means that the ability works all the
time, even when it is not the model’s turn. This is important for
abilities like Luck or Mob, that have effects that don’t necessarily
occur while your model is activated.
Several special abilities are listed in the Quick Reference, page 31.
However, the number and variety of abilities in Super Dungeon
Explore are too numerous to list them all in this book. Rules for
any unique ability a model has will be listed on their stat card.
12 - Special Actions
A special action is denoted by
. The number is how many
action points you must spend to use the action. You must spend
all the action points indicated at once in order for the special
action to work.
If a special action lists no distance or area of effect it may only
target the model using the action. If a model possesses a distance
effect as a special ability they may use it with any special action
they take, unless the action specifies otherwise.
Special actions do not inflict wounds and, unless indicated
otherwise, require no attack or defense roll.Their effects simply
happen once the cost in action points has been paid.
Any dice the special action grants are in addition to the model’s
normal attribute.
Unless the action indicates otherwise, its effects always last until
the beginning of the model’s next activation. or if the model is
removed from play.
Example: The Royal Paladin uses “Iron Halo”. First he
spends the required one action point to activate the
ability. Since it is an Augment ability, it will affect all
friendly models within the Aura 3 area of effect, granting
them
ARM. Also, since it is an aura, it, will move with
him and remain in play until he is activated next round.
Iron Halo: Augment, Aura 3, +1 ARM
Example: The Hearthsworn Fighter has been equipped
with the Wyrm Scale relic card. He decides to use its
special action “Fire Storm”. First he spends the required
one action point to activate the ability. Fire Storm is a
Dangerous ability, so it will affect both friendly and enemy
models within the Wave 2 area of effect. Since it is a special
action no attack or defense rolls are made and no models
hit receive a wound counter. Each model hit just suffers the
status effect, Fire.
Fire Storm: Wave 2, Fire, Dangerous
13 - Special Attacks
A special attack is denoted by
. The number is how many
action points you must spend to make the special attack. You
must spend all the action points indicated at once in order for
the special attack to work.
If a special attack lists no distance or area of effect, it may only
target enemy models in melee. If a model possesses a distance
effect as a special ability they may use it with any special attack
they take, unless the action specifies otherwise.
Any dice the special attack grants are in addition to the model’s
normal attribute.
If a model has a special ability that causes status effects (such as
Fire), any special attack that model uses will also cause the status
effect if they successfully deal damage.
Unless the attack indicates otherwise, its effects expire
immediately following the resolution of the special attack.
Example: The Ember Mage wants to use her “Magma
Strike”. She has not used any action points yet this turn,
so she spends the two action points. Magma Strike is
listed as
WILL. Since she has the Magic 8 ability, she
to her WILL
. Her attack roll will be
will add the
and causes Fire to anything that takes a wound.
She can also make her Magma Strike attack from 8
squares away. Once she’s done she’ll still have one
action point left to make another basic magic attack.
Magma Strike: +3 WILL
19
• CAN be used to augment or improve a roll that has not been made.
• CAN be used before making an attack roll.
• CAN be used before making a defense roll.
• CAN be used after placing a wound or status effect counter.
• CANNOT be drank in response to rolling a potion or discarding
a relic, to gain the new potion.
• CANNOT be drank to augment or replace a roll that has already
been made.
• CANNOT be drank when a model is reduced to zero health or
removed from play.
14 - Potion Type
Every Hero’s potions have different effects. Some
may have a single potion type, while others may
have multiple types.
To use a potion a Hero must drink it. Any Hero may drink any
other Hero’s potion, no matter where they are in the dungeon.
To drink a potion first declare the Hero who is going to drink
the potion. Then declare which Hero’s potion they are going to
drink. Finally remove the potion counter from the Hero whose
potion they are drinking. The Hero who has drank the potion
now gains any effects granted by the potion.
You may only drink a Hero’s potion if they have a potion counter
on their card. Some potions require multiple counters to drink.
This will be indicated next to the potion’s type.
Any dice the potion grants are in addition to the model’s
normal attribute.
Unless the potion indicates otherwise, its effects always last
until the beginning of the Hero who drank the potion’s next
activation.
A Hero may drink a potion during their or another Hero’s
activation. A Hero may drink a potion during the Consul’s
activation.
Potions may be used to interrupt or prevent an effect but they
may not be used to undo an effect once it has already occurred
(e.g. once the dice have been rolled). 20
Example: The Hearthsworn Fighter has taken four
wounds and is suffering from Fire and Immobile. During
the Consul’s activation Rex attacks him with a Massive
Damage attack. After the attack roll has been made (and
fearing death) he decides to drink the Royal Paladin’s
Elixir potion. The potion counter is removed from the
Paladin’s card and the Fighter drinks the potion gaining
its effects. The Fighter immediately removes three wound
counters thanks to the Heal 3 effect. Then he removes
both the Fire and Immobile status effect counters thanks
to Remedy. Now that the potion’s effects have been
resolved Rex’s attack action proceeds as normal and the
Fighter makes his defense roll.
15 - 18
Equipment
Each Hero has four equipment
slots: weapon, armor, item,
and relic. A Hero can equip up
to three pieces of loot plus one
relic, for a total of four pieces
of equipment.
Each type of equipment has a
corresponding gem icon that
you can use to easily see which
slot they can be equipped in.
Backlash: If a model with Backlash exceeds an
attack roll with their defense roll the attacker takes
one wound.
It burns us!
RUNE OF
STRENGTH
16 - Weapon
ICON
ROYAL PALADIN
RUNE OF
DEFENSE
HUMAN HERO
1.You may replace the old loot or relic for the new one. The
old one is destroyed.
2.You may sacrifice the new loot or relic to immediately
remove a wound or status effect counter.
HEALER, HOLY
Might makes right.
Iron Halo: Augment, Aura 3, +1 ARM
Stop hitting me!
Smite: +1 ATT, Knockdown, Fire
Elixir: Heal 3, Remedy
At the beginning of the round Resurrect one model
and then remove this card from play. If the Consul
draws this card shuffle it back into the Loot Deck
and draw again.
It lives!
17 - Armor
ICON
3.You may sacrifice the new relic to immediately gain
one potion counter.
Loot and relics may be equipped (or sacrificed) by any Hero
immediately when drawn, or may be saved until the end of the
round and equipped all at once. Equipping immediately allows
Heroes to gain the benefits of the equipment right away. While
holding them to the end of the round allows you to optimize
how you share or sacrifice the new equipment.
RESURRECTION
CHARM
Tuck any equipped cards just
underneath the Hero card until
the matching gems touch and
only the name and abilities of
the loot or relic is showing.
15 - Relic
ICON
Sometimes you will draw loot or a relic for a slot where you already
have an item equipped or it just may not be very useful. If this
happens, you have the following choices:
BEJEWELED
SHIELD
18 - Item
ICON
Only one piece of equipment can be equipped per slot.
Bonuses gained from equipped items are cumulative with any
other bonuses a model might have.
Many pieces of equipment will not only provide a bonus to the
model’s dice, but also provide them with a potent ability. In such
cases, any abilities the equipment grants are treated exactly as
though they were printed on the model’s card.
Example: The Ember Mage from the example above is
getting ready to cast another Magma Strike. This time,
If you are choosing to hold your equipment until the end of the
round, place the card to the side. No Hero may benefit from the
equipment until it is equipped or sacrificed at the end of the round.
Remember: once a piece of equipment has been equipped it cannot
be moved to another Hero, or sacrificed for hearts or potions.
19 - Skull Value
Only the Consul’s models have a skull value. The skull value of a
model is used to determine how many models the Consul may
spawn from each spawning point on every round. It is also used
to determine how many models the Consul may activate each
turn. In general, the higher the skull value of a model, the more
powerful or useful it is.
20 - Platform
Only the Consul’s models have a platform. The platform
indicates when a monster can be spawned: 8-Bit, 16-Bit, Super!,
or Overcharge.
though, she has a weapon rune that gives her WILL
and a relic that gives her WILL
. Now, when she rolls
to attack with her Magma Strike, she will roll
Watch out!
.
All equipment is shared by the Heroes. It doesn’t matter
who drew the card or where they are on the dungeon map.
The Heroes are working together so be sure to share!
21
COMBAT
Attacking
Every model may spend
action is called a basic attack.
to attack a single model. This
If a model possesses a distance effect special ability (see opposite
page) and uses it to make the attack then this attack is called a
distance attack.
If the model does not possess a distance effect special ability, or
chooses not to use it, then a basic attack can only be made against
a model in an adjacent square. This is called a melee attack. Any
model in range of a melee attack is said to be in melee.
Some models have powerful special attacks. Special attacks are
detailed on page 19.
To make a basic or a special attack a model must make an attack
roll. Unless indicated otherwise, an attack roll always uses the
model’s Attack (ATT) attribute. Roll the number of dice indicated
by the attribute on their card.
Once all the dice have been rolled, add up the total number of stars.
Next, the poor model that is being attacked must attempt to
defend themselves. To defend, a model rolls the number of dice
indicated by the Armor (ARM) attribute on their card. This is
called a defense roll.
Once both the attack and defense roll have been made compare
the total number of stars each model rolled. If the model making
the attack rolled more stars, the defending model suffers one
wound. Place a wound counter on the defender’s card.
If the defender rolled more or the same number of stars then they
have successfully defended themselves and suffer no wounds.
Unless a special rule says otherwise, a model never takes more than
one wound, regardless of how many more stars an attacker rolled.
Example: The Hearthsworn Fighter has an ATT
.
This means that he rolls two blue dice and one red dice
anytime he makes an attack. He decides to attack the
Dragon Priest and rolls:
.
The Dragon Priest attempts to defend himself from the
attack using his ARM
. This means he rolls one blue
die and one red die, getting a result of
.
Comparing the results of both rolls, the Fighter rolled a
total of 3 stars while the Dragon Priest rolled only 1 star.
The Fighter’s attack roll beat the Dragon Priest’s defense
roll. his means the Dragon Priest takes one wound. Place
a wound counter on the Dragon Priest’s card. When the
Dragon Priest has three wound counters on his card, he is
destroyed and removed from play.
Unusual Attacks
While most attacks use the Attack attribute vs. the Armor
attribute, there are some attacks where this is not the case. If an
attack or defense uses a different attribute, this will be listed in
the model’s special rules. For instance, in an attack listed as DEX
vs. WILL, the attack roll would use the attacker’s Dexterity while
the defense roll would use the defender’s Willpower.
Destroying Models
Once a model has a number of wound counters on their card
equal to the number of hearts on their stat card, that model is
considered destroyed and is removed from the dungeon map.
Most monsters have only one heart, so you will remove them
from play as soon as they get a wound counter. Destroyed
monsters will be able to be put back into play when the Consul
spawns at the beginning of each round. Destroyed Heroes have
to wait until their friends can resurrect them.
Resurrection
Dangerous & Augment
Actions only affect enemy models unless they are
listed as Dangerous or Augment. Dangerous actions
will affect both friendly and enemy models if they are
hit. Augments may target and will only affect friendly
models that are hit and don’t affect enemy models at all.
22
The only way to bring some models back to life is to
use the ability Resurrect. This powerful ability can be
found on rare pieces of equipment called Resurrection
Charms. There are even said to be legendary Heroes
with the ability! Resurrect is explained in detail on the
back cover Quick Reference.
distance Effects
The abilities Magic X, Missile X, and Range X are called distance
effects. A model with a distance effect may target another
model up to X squares away with any of its actions. If a distance
effect is part of an attack it will specify an attribute you must
use when making your attack roll.
A model with a distance effect listed in its special abilities may
use the listed distance effect in combination with any actions it
makes, unless specified otherwise. For example: If a model has
a distance effect listed on their card (e.g. Missile) and an action
listed on their card uses a different distance effect (e.g. Magic),
then “Magic” (i.e. WILL) would be used for that action instead
of “Missile” (i.e. DEX).
Line of Sight
Models require line of sight to target a model with their actions
and abilities. Models are considered to have line of sight to any
squares they are adjacent to. A model has Line of Sight when it can
draw a straight line from any point of its square to any point on
the intended targets square. This line cannot contact walls. (This
includes where walls meet squares on a corner. See line of sight
diagram below). Models and counters do not block line of sight.
A description of each distance effect is provided in the Quick
Reference on page 31.
Example: The Glimmerdusk Ranger checks to make sure
the Kobold Knucklehead is within 8 squares of her Missile 8
distance ability. The squares counted by the indicated numbers
only represents one of many paths that could be counted.
Example: The Glimmerdusk Ranger’s line of sight
is blocked to both Kobold Knuckleheads. She does,
however, have line of sight to the Kobold Gouger.
Hookshot
A Hookshot is a special type of ability that allows the user to
target a model it does not have line of sight to.
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Area Effects
Some abilities can hit multiple models all at the same time.
These are called, area effects. Area effects have a special set of
rules to govern how they function:
• First determine which models are in the squares that will be
affected by the area effect. This will vary depending on the
type of area effect being used.
• Burst X requires that you select a single model, in line of sight
to the model using the effect, as the action’s target. The area
effect is centered on that target.
• Cross X, Wave X, and Aura X are centered on the user. In this
case the user is considered the target but it is not affected by
its own area effect unless the effect states otherwise (such as
in the case of Augment).
• Lance X, Spray X, and Sweep X require that you choose one
square that is adjacent (but not diagonal) to the model using
the effect. Then determine the remaining squares affected
from the initial square chosen, using the area effect’s rules
and diagrams as a guide. Unlike other effects the initial square
chosen may be empty.
• If the area effect is part of an attack, make a single attack roll
and apply it to every model affected. Each model affected
makes their own defense roll, comparing their result to the
attack roll separately.
• All models affects by an area effect are considered to be hit
simultaneously.
• Friendly models, including the user, are not affected by area
effects unless the area effect specifies otherwise (such as in
the case of Augment).
• Area effects do not affect squares that the user cannot draw
line of sight to unless the area effect specifies otherwise.
• Some area effects cover a different area if the model using
them is on a large base. When this is the case, use the example
diagram as a guide.
• If a model is affected by two area effects simultaneously the
effects are cumaltive as long as the abilities are different -even if their effects are the same.
• Some area effects replace the distance portion of a model’s
special ability ie Magic X, Missile X, or Range X. In this case
ignore the ‘X’ portion of the ability that allows them to target
distant models and replace it with the area effect. The model
may still use the attribute specified by that ability when
making an attack roll.
24
Example: An Ember Mage uses her Fire Wave: Wave 1
area effect. Since it is a wave the distance 8 portion of
her Magic 8 ability is ignored. However she may still use
her WILL to make the attack -- hitting every model within
1 square of her. Even though it is an attack, she does not
affect herself or any friendly models in the area effect.
The Ember Mage makes a single attack roll and each
model in the area effect makes a separate defense roll.
Burst X
Determine a Burst effect’s target as normal using the model’s
inherent distance ability (Magic X, Range X, Missile X) or the
one listed in the area effect action. After the target has been
selected it and every model within X squares of the target and
in the target’s line of sight are hit by the effect.
If a large model is targeted by a Burst effect choose one square
occupied by its base as the square targeted and determine who
is hit from it as normal.
Cross X
A Cross effect is centered on the user’s square and hits the user
and every model within X squares of the user, but does not affect
any diagonal squares. Crosses replace the distance portion (X) of a
distance effect, but do not replace any other aspect of the ability.
Lance X
A Lance effect draws a straight line directly away from the user’s
square along a distance of X. Every model along this line is hit. Lance
effects may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other aspect
of the ability.
Spray X
A Spray effect hits multiple models in a “V” pattern up to X
squares away. Spray effects may not be used along diagonals
and distance portion (X) of a distance effect, but do not replace
any other aspect of the ability.
25
Sweep X
A Sweep effect hits every model within X squares of a single
side of the user’s square, along a straight line. Sweep effects
may not be used along diagonals and replace the distance
portion (X) of a distance effect, but do not replace any other
aspect of the ability.
CONTROL ATTACKS AND EFFECTS
Control effects allow a player to temporarily control an enemy
model. A model who suffers from a control effect does not count
as having been activated and may still act and move normally
during their own turn.
Control attacks are carried out in the same way as any other attack.
The attacking model makes an attack roll, which is compared to
the target model’s defense roll. The defender’s result must equal
or exceed the attacker’s result in order to successfully defend.
If the defender’s result is lower, the attacking player may then
carry out any actions described by the control effect used.
Compel X
A model targeted by Compel may be moved a number of
squares up to the value of X in any direction.
Wave X
A Wave effect is centered
on the user’s square and
hits the user and every
model within X squares of
the user. Waves replace the
distance portion (X) of a
distance effect, but do not
replace any other aspect of
the ability.
Aura X
An Aura effect follows the
same rules as Wave X with
one important difference
- Auras remain in play,
centered on and moving
with the user, until the
beginning of their next
activation.
26
Example: Range 6, Compel 3. The Kobold
may be moved to any square within the
indicated area.
Pull X
A model targeted by Pull may be moved a number of squares up
to the value of X towards the attacker. A model moved by Pull
must, after each square moved, be closer to the attacker than it
began. Once the two models are adjacent, the target model may
then be moved the remainder of X squares so to be still adjacent
to the attacker.
Watch out little
monsters! Any time
you’re facing Heroes with
Area Effects make sure
to watch where you end
your movement and stay
spread out, unless you
want to get roasted.
Models, friendly or enemy, are ignored during control effects and
may be moved through freely. Difficult terrain is ignored during
control effects and do not cost extra squares of movement. A
model may never end their move in a location that would not be
legal for them to move to on their own. A model may be moved
into a square that would provide a negative effect, such as an
aura or a special effect dungeon square.
Example: Range 3, Pull 3. The kobold may be moved
to any square within the indicated area.
Push X
A model targeted by Push may be moved a number of squares up
to the value of X away from the attacker. A model moved by Push
must, after each square moved, be further away from the attacker
than it began.
Status Effects
Some attacks or abilities in the game will cause the models hit to
suffer status effects if they successfully deal damage to a model.
When a model suffers a status effect, place the appropriate
counter on their card. A model with a status effect counter suffers
its effects at all times until the counter is removed.
Sometimes a special action will cause a status effect. Since
special actions do not typically deal damage, instead any model
hit by the special action suffers the status effect listed. Note that,
unlike a special attack, a special action must specifically say that
it causes a status effect.
When a model gains a heart, they may choose to remove a status
effect counter from their card instead of removing a wound counter.
Typically, a model may only have one status effect counter of
each type on their card at once, but may have multiple status
effect counters.
All twelve status effects are detailed in the Quick Reference.
Example: Push 3. The kobold may be moved to any
square within the indicated area.
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BOSS FIGHT
The Boss Fight is the penultimate moment of the adventure. It
can be the final decisive blow to end the game, or the surprising
pendulum swing that turns the entire tide of the adventure in
the opposite direction.
For most aspects of the game, a boss behaves just like a normal
monster, albeit a very powerful one. They have attributes,
abilities, and a skull value. Boss Fights are epic events and have
several special rules to govern them, beyond those listed on
their stat card.
If you are playing a Dungeon Delve you will summon a miniboss instead of a dungeon boss. For the Boss Fight the mini-boss
is treated exactly like a boss without an adventure effects card
(so no timeout or dungeon effects); including spawning, extra
activations, etc.
Spawning the Boss
The dungeon boss is spawned on the round after all the
spawning points in the dungeon have been destroyed, or the
Power Gauge has reached Super!
To spawn the dungeon boss, the Consul places the boss model in
any square at least 10 squares away from any Hero. If no such place
is available, place the boss as close to 10 squares away as possible.
After the boss has spawned, check the Adventure Effects card’s
Boss Fight rules for any special rules that are now activated.
These are not
the sodas you’re
looking for. Use
control effects
to move models
into harmful
tile effects or to
set up powerful
combos with
another Hero.
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Spawning Points
On the round the dungeon boss comes into play as well as all
subsequent rounds, spawning points no longer spawn monsters.
Instead, their energies go into powering the dungeon boss.
The dungeon boss may be activated one additional time per
round as long as there is a spawning point still in play.
Example: The dragon, Starfire, has come into play with
two spawning points remaining. This means that he can
be activated two times this round. If the Heroes were to
destroy both of the spawning points before his second
activation, it would be lost and he would only activate
once this round.
While spawning points no longer spawn additional monsters,
it is important to note that any monsters that remain on the
dungeon map may still be activated as normal.
TRACKING WOUNDS
During a boss fight continue to keep track of wounds inflicted
using both the loot-o-meter and the power gauge. Heroes may
continue to gain loot. The Consul may use any gained skull tokens
to remove status effects (but not to spawn) at the beginning of
each new round.
Timeout
Immediately after the dungeon boss has a number of wound
counters equal to or greater than half of the hearts on their card, a
timeout is triggered. Before any further actions are carried out, the
Consul performs all the the listed actions in the following order:
• Heal the boss to half of its starting health, rounded down. This
occurs even if the the boss’s health was reduced to zero.
• Remove all status effect counters from the boss’s card.
• Resolve any timeout effects listed on the boss’s adventure
effects card.
• Summon all the models listed on the boss’s adventure effects
card, even if they are not being used in the current game.
• Starting with models not in play, place the models in any empty
square adjacent to the boss. If the models cannot all be placed
in adjacent squares place them in squares as close to the boss
as possible.
• After using all of the available models that were not in play,
move any additional required models that are in play to the
new location to complete the summon. Remove any status
effect or wound counters from their card(s).
• Move the boss to any square at least 10 squares away from any
Hero. If no such place is available, place the boss as close to 10
squares away as possible.
Ouch! Dungeon Bosses are scary already, but they’re deadly
if there are spawning points giving them an extra activation.
Destroying any remaining spawning points is often the best way to
keep a Boss from taking out all your Heroes.
Once all of the timeout actions have been performed, the game
resumes immediately from where it left off. If a model was in
the middle of its activation, it may now carry out any remaining
movement or actions.
Victory or Defeat
The outcome of the boss fight determines the winner of the
game, regardless of any lesser monsters that are left alive after
the dungeon boss has been destroyed.
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STATUS EFFECTS
Bind
Knockdown
Choke
Pacify
A model or effect with Bind places a Bind counter on
any model it damages. A model suffering Bind may not
use any Special Actions.
A model or effect with Choke places a Choke counter
on any model it damages. A model suffering Choke
may not drink potions.
Cold
A model or effect with Cold places a Cold counter on
any model it damages. A model suffering Cold discards
the highest result rolled anytime it makes a roll using
its DEX attribute.
A model or ability with Knockdown places a Knockdown counter
on any model it damages. A model suffering Knockdown may not
move or perform any other action until it spends one action point
to remove the counter and stand up.
A model or effect with Pacify places a Pacify counter on
any model it damages. A model suffering Pacify may not
use any Special Attacks.
Poison
A model or ability with Poison places a Poison counter
on any model it damages. A model suffering Poison
loses one action point during its activation.
Slow
Fire
A model or ability with Fire places a Fire counter on any
model it damages. A model suffering Fire takes one
wound at the beginning of its activation every round
until the Fire counter is removed. Wounds caused by
Fire do not advance the Power Gauge.
A model or ability with Slow places a Slow counter on
any model it damages. A model suffering Slow halves
its Speed (rounding up) during its activation.
Stun
Fragile
A model or effect with Fragile places a Fragile counter
on any model it damages. A model suffering Fragile
discards the highest result rolled anytime it makes a
roll using its ARM attribute.
A model or effect with Stun places a Stun counter on
any model it damages. A model suffering Stun discards
the highest result rolled anytime it makes a roll using
its WILL attribute.
Weak
A model or effect with Weak places a Weak counter
on any model it damages. A model suffering Weak
discards the highest result rolled anytime it makes a
roll using its ATT attribute.
Immobile
A model or ability with Immobile places an Immobile
counter on any model it damages. A model suffering
Immobile may not move during its turn. If a model
suffering from Immobile takes damage from any
source (even one that normally causes Immobile), it
gains Immune: Immobile until the beginning of it’s
next activation.
30
Remember, status effects last until cured by using a heart or
special ability, so use those hearts wisely!
QUICK REFERENCE
GAMEPLAY SUMMARY
1. Beginning of Round
a. Consul may spawn 4 skull points worth of monsters from each
spawning point. In addition, they may spend any skull tokens gained
to spawn additional monsters. pg 10, 15.
2. Activation
Players alternate taking turns activating models until all models have
been activated.
COMBAT - pg 22
Augment - Abilities with Augment may only target or affect friendly
models that are hit, including the user.
Dangerous - Abilities with Dangerous damage both enemy and friendly
models that are hit.
Dungeon Tiles - pg 13
Fly - A model with Fly may ignore and move through squares containing
enemy models, difficult terrain, and tile effects.
i.Player may activate a single Hero per turn.
Hookshot - Hookshot may be used in combination with any distance
effect. Hookshot allows the user to target a model it does not have line
of sight to.
ii.Continuous effects caused by the activated Hero last round such
as Auras expire.
Immune: X - A model with Immune ignores and immediately removes all
counters or effects of the ability listed as X.
a. Heroes
iii.Status effects the activated Hero is suffering continue.
iv.Hero may move and perform actions.
b. Consul
i.Player may activate up to 4 skulls worth of Monsters per turn.
ii.Continuous effects caused by the activated monsters last round,
such as Auras, expire.
iii.Status effects the activated monsters are suffering continue.
iv.Monsters must move and perform all of their actions before
activating the next monster.
3. End of the Round
a. Heroes equip loot and treasure. pg 21
b. Reset Loot-O-Meter to the start position.
AREA EFFECTS.......... pg 24
Aura............................... pg 26
Burst ............................. pg 24
Cross.............................. pg 25
Lance............................. pg 25
Spray.............................. pg 25
Sweep........................... pg 26
Wave.............................. pg 26
CONTROL EFFECTS.pg 26
Compel......................... pg 26
Pull................................. pg 27
Push............................... pg 27
Don’t forget to keep track of your wounds on
the Power Gauge and Loot-O-Meter!
Reach X - This ability allows the model to target an enemy with a melee
attack up to X squares away. A model may use any of its abilities or special
actions using Reach X, unless specified otherwise.
Resurrect - Choose a model that has been destroyed. Roll
for every
heart on its stat card. Remove one wound counter for every star rolled.
After the roll, if the target model has more hearts than wound counters,
return it to play adjacent to the start marker. The model retains any
equipment and potions that it had when it was destroyed. All status
effects that it may have been suffering are removed.
Surefoot - Each square of difficult terrain a model with Surefoot enters
costs one point of Speed instead of two.
Vulnerable: X - Status Effect. If a model with Vulnerable X is targeted
by the ability listed as X, it must discard the highest result rolled of any
defense roll it makes against that ability.
distance EFFECTS - Pg 23
Magic X - A model with Magic X may target a model up to X squares
away. If a model is making an attack using Magic X they must use their
WILL attribute when making their attack roll, unless specified otherwise. Missile X - A model with Missile X may target a model up to X squares
away. If a model is making an attack using Missile X they must use their
DEX attribute when making their attack roll, unless specified otherwise.
Range X - A model with Range X may target a model up to X squares
away. If a model is making an attack using Range X they must use their
ATT attribute when making their attack roll, unless specified otherwise.
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